RELEASE: DUKE NUKEM FOREVER 2013 "it wasn´t a hoax."
#91 Posted 30 April 2013 - 11:54 PM
#92 Posted 01 May 2013 - 12:58 AM
Las Vegas Holocaust
The Ladykiller intro level done the RIGHT way, without the pointless RC car driving, and more importantly, you get a gun pretty fast to take care of things properly. Outdoor action on the streets with checking out some well-designed bar areas. If this start does not make you want to continue playing, then I don't know. First "magic moment" ofc: "Man, this thing is really pissed off!" xD
EDF Headquarters
Time for serious motorbike action. I had some trouble to get that thing under control, died a few times with it even, but still, it's a lot of fun. The scenes from the trailer with General Graves, the jet flying into the window and blasting open that gate with the jet machineguns are implemented well and don't appear to be added just to have them in there, it makes sense in the context of the level. I also like how you guys made careful use of voxels, e.g. the EDF hologram in the HQ. There's also this "Half-Lifeish" moment when things turn bad in the facility all of a sudden and you have to fight against former buddies. And ofc, you have to "save the world all by yourself". Hehe.
Morningwood Ghost Town
More atmospheric than in the actual DNF. The cable cars and the saloon shootout when you enter the desolated town are my personal highlights of this level. Music also contributes to the whole scenery a lot, it's high noon for the alien bastards.
Anderson Mine
No mines without mine car riding sequence or running away from a huge rolling rock, so here you go. Even though it's maybe less spectacular than the rest of the episode, it remains entertaining and, most importantly, opposite to other mine maps I know, you don't get lost.
Hoover Dam
Finale and my personal pinnacle of the episode. It already starts humorous with Gus and the awesome (even though a bit short) donkey ride sequence. When you reach the top of the dam, it reminds you a lot of DNF, but without the stressful boss fight - which gives you more time to check out the surroundings. The worker in the waiting area for the "dam show" has been reproduced really well from DNF teaser screenshots. Amazing recreation of the power plant section of the dam (where you fight the Octaking in the original game), too, it's a huge area with an impressive view. And btw, those "Fire and Ice Enforcers" (let's call them like that) can be pretty "dam" annoying. xD
Fighting the boss isn't too difficult, there is enough ammo lying around (even though rockets apparently are rare throughout the whole episode, so at least *I* had to use a lot of bullets for this one). You are rewarded with a pretty cinematic ending which I don't want to spoiler here, but it's definitely something you don't see in every Duke3d mod out there.
Verdict:
My personal rating for this is at least 9.5/10. The level design is superb, usage of music throughout the episode is fitting (and "Half-Life style" sometimes, only playing at certain spots of the maps, which I liked), and all those little scenes we know from the 2001 trailer and screenshots have been implemented in a way that it makes sense, and you can't avoid grinning when you have those encounters.
The few new weapons look and feel cool, especially the Assault Rifle which I would have liked to use all the time actually (but couldn't due to frequently running out of ammo). The reloading leaves you vulnerable for a time which feels like an eternity, but I guess it's a compensation for the general power of the gun. On the other hand, the redesigned Shrinker was rather so-so for me, but I don't like using it so much in general since it takes too long to stomp enemies.
Maybe there are a few issues left still, e.g. with the motorbike or the imported trailer speech, but in general, there is no reason at all why you should not play this if you are interested in a great Duke3D mod. If there's anything left to criticize, then it's the fact that it ends at some point, for me after about a bit less than two hours (20-30 mins per map, including a lot of sightseeing). In case you guys are in for some additional levels, by all means, do it!
Some screens from later levels:
This post has been edited by NightFright: 02 May 2013 - 01:45 AM
#94 Posted 01 May 2013 - 03:00 AM
lambdist, on 01 May 2013 - 02:37 AM, said:
Somebody could edit it in easily. Also, Golden M1911A for teh win!!!
Just finished it... My review: Flawless, perfect, the only true sequel to Duke Nukem 3D.
Fantastic work guys, fantastic.
The ending... Just, the ending
#95 Posted 01 May 2013 - 03:03 AM
zykov eddy, on 30 April 2013 - 11:35 PM, said:
Reminds me of Brutal Doom's overhyped popularity.
So what you're trying to say is that this mod is overhyped?
#96 Posted 01 May 2013 - 03:10 AM
Loke, on 01 May 2013 - 03:03 AM, said:
It is, but it's a good thing considering it's a great mod.
#97 Posted 01 May 2013 - 03:10 AM
Loke, on 01 May 2013 - 03:03 AM, said:
No way, I think this is what Duke 3D community actually needed. I'm glad to see what people are paying more attention to Duke 3D mods these days.
#98 Posted 01 May 2013 - 03:15 AM
Glad that my favorite moment from 1998 trailer was in there.
I love you guys.
P.S. Just noticed that I played on opengl polymost and not software rendered. Oh, well, but it was default setting, I believe.
#99 Posted 01 May 2013 - 03:20 AM
http://www.eurogamer...ke-nukem-3d-mod
http://kotaku.com/a-...nukem-486170721
http://www.pcgamer.c...odders-fix-dnf/
This post has been edited by Cathy: 01 May 2013 - 03:23 AM
#100 Posted 01 May 2013 - 03:25 AM
"DNF sucked, here's a link to a Duke3D mod that remakes it in the Duke3D engine" - boing new article!
This post has been edited by Sangman: 01 May 2013 - 03:26 AM
#101 Posted 01 May 2013 - 03:31 AM
This post has been edited by Cathy: 01 May 2013 - 03:32 AM
#102 Posted 01 May 2013 - 03:33 AM
Cathy, on 01 May 2013 - 03:20 AM, said:
God, now I feel kinda jealous. I mean, none of my projects got so many articles, reviews and comments, and I really like to read reviews. The articles are always much better than youtube LPs, especially if PC Gamer posts one.
You're so damn lucky, guys!
This post has been edited by zykov eddy: 01 May 2013 - 03:34 AM
#103 Posted 01 May 2013 - 03:36 AM
zykov eddy, on 01 May 2013 - 03:33 AM, said:
You're so damn lucky, guys!
I'm still not sure whether the Kotaku article is positive or not.
#104 Posted 01 May 2013 - 03:38 AM
zykov eddy, on 01 May 2013 - 03:33 AM, said:
You're so damn lucky, guys!
To be completely fair they had whole DNF 2011 fiasco to fuel interest towards their mod.
Micky C, on 01 May 2013 - 03:36 AM, said:
I think it is. "It's amazing what a visual downgrade and a switch from creepy polygons to serviceable bitmap characters can do for a game".
Now we need a real Cease&Desist to strike gold.
This post has been edited by Cathy: 01 May 2013 - 03:42 AM
#107 Posted 01 May 2013 - 03:50 AM
Mblackwell, on 30 April 2013 - 08:48 PM, said:
*Edit: On IRC I was told to shoot the portal but I did that more than a few times and there was no reaction.
Yeah you're supposed to shoot the "orb" that's in the hive thing's "mouth". It reacts by making noise, spawning guts, growing in size and turning red at 50% of its initial health so there should be enough feedback.
Quote
That sounds very weird. As far as I know, you're the only one to have come across such a problem. I must've run through that segment at least 20 times and never encountered anything like that. The only situation where you could be left with no ability shoot is if you have no bullets left for the shotgun, but that's nearly impossible unless you're trying to run out of bullets.
Quote
Yeah we could add something like that. I guess both of us were so used to manual saving that we overlooked the possibility that some people might forget to save often enough.
NightFright, on 01 May 2013 - 12:58 AM, said:
I always referred to them as "bruiser brothers", you know, after the Barons from the first Doom's finale!
#108 Posted 01 May 2013 - 03:52 AM
#110 Posted 01 May 2013 - 03:59 AM
Cathy, on 01 May 2013 - 03:56 AM, said:
Yatta to the rescue?
#111 Posted 01 May 2013 - 04:05 AM
#112 Posted 01 May 2013 - 04:44 AM
This post has been edited by Sangman: 01 May 2013 - 04:44 AM
#113 Posted 01 May 2013 - 04:48 AM
I know that section was definitely a reference to a similar section in 2011 DNF and the monster truck, but I'm not sure if the terminator reference was also intentional.
This post has been edited by Micky C: 01 May 2013 - 05:02 AM
#115 Posted 01 May 2013 - 05:20 AM
This post has been edited by MetHy: 01 May 2013 - 05:20 AM
#116 Posted 01 May 2013 - 05:34 AM
The leveldesign is Mikko/Gambin quality, never let me down... the gameplay was above average though, sometimes fun, sometimes idle, but it's clearly Duke3D. I would give it an 8.
#117 Posted 01 May 2013 - 05:45 AM
Nancsi, on 01 May 2013 - 05:34 AM, said:
This. I was constantly on the look out for interactivity, but after awhile abandoned the notion of it being one of the game's main focuses.
This post has been edited by Cathy: 01 May 2013 - 05:47 AM
#118 Posted 01 May 2013 - 05:48 AM
Cathy, on 01 May 2013 - 03:31 AM, said:
Duke Fuckin' 3D mod, at that.
And in the year 2013, mind you.
AND:
http://www.shacknews...m-forever-of-e3
This post has been edited by Duke Rocks: 01 May 2013 - 05:53 AM
#119 Posted 01 May 2013 - 05:53 AM
#120 Posted 01 May 2013 - 06:01 AM
This post has been edited by Duke Rocks: 01 May 2013 - 06:01 AM